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Hypergryph

CompanyChina · Founded 2017

Hypergryph Network Technology Co. Ltd. is a Chinese company created in 2017 that published their first mobile game, Arknights, in 2019.

Documents
2
newest 25 Feb 2026

Connections

Each row is a game or company named alongside Hypergryph, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

About the company

Founded
2017
Country
China

Company data from IGDB.com

Documents about Hypergryph

Cover of Take Rates in China
Report10 pages

Take Rates in China

The analysis evaluates how take-rate structures shape mobile game monetisation in China and whether higher-quality development can outweigh the pressure of traditional distribution fees.

  • Chinese Android app stores, dominated by manufacturers like Huawei, Oppo, and Vivo, typically charge a 50% commission on in-app purchases, significantly higher than Apple’s 30% rate.
  • Hardware manufacturers rely heavily on these high take rates for profitability; for example, Xiaomi reports a 64.7% gross profit margin on services compared to only 7.2% on hardware sales.
  • While iOS users account for only 25% of the Chinese gaming population, they generate approximately 40% of total mobile game revenue.
Niko PartnersFeb 2026
Cover of 🎮 ARKNIGHTS: ENDFIELD - Gacha meets factory automation
23 min
Two & a Half Gamers23 min

🎮 ARKNIGHTS: ENDFIELD - Gacha meets factory automation

Arknights: Endfield represents a high-budget, cross-platform action RPG that integrates complex factory automation mechanics—inspired by titles like Factorio and Satisfactory—into a traditional anime-style gacha framework.

  • Arknights: Endfield generated approximately $22 million in mobile revenue during its first 15 days following its January 20 release.
  • The game differentiates itself by integrating complex factory automation mechanics, similar to Factorio and Satisfactory, as a core requirement for crafting gear and progression items.
  • Revenue is currently heavily concentrated in Asian markets, with China and Japan serving as the primary drivers of the game's financial performance.
Two & a Half GamersFeb 2026